#reforger_workbench
1 messages · Page 27 of 1
the wiki's all we've got for now
Got a link>?
Enscript is very similar to C# anyways, it's almost like sandboxed C# in a way
I'd be googling it the same as you to get one
Are you sure there's a wiki lol
I cut my teeth in DS&A with C++ and it’s got a very digestible syntax
Feels like home
@vague hamlet Honestly, I wouldn't worry about libraries just yet. People will create them as they need them, also alot of the things that required outside systems in Arma 3 now are native to Enfusion, like I'm 90% sure Enfusion has a robust database system integrated in it
Not against it by any mean if it's better then what is on the market then great.
On a side note im actually a rails dev, still a joke but i do like ruby…. Prefer .net but would choose ruby over lets say python
I think it’s fair to say that Enfusion is by all accounts a modern and competent engine
Honestly from a professional game dev's perspective Enscript is a decent scripting solution and Enfusion is a good modern engine. Just wait on the community to develop an ecosystem of libraries
ruby 😶
Does Reforger already support 'call extensions'? I would like to implement database integration
hahahahahaha. No. (AFAIK)
You can use REST/HTTP api requests
The language that only exists for the ruby-on-rails framework xD
do you have a link to some docs?
check out the RestContext class within the script editor
holy sh*t nice
OH YEAH can we talk about that script editor
Also the Dayz modding community is a good resource too since they've been messing with enscript alot longer
What about dragonruby? Or ruby2d
I want to use my professional tools 😢
don't they realize that we can't function without our jetbrains editors?!?!
for real lmao
I used to use Visual Studio, but holy fuck I've tasted the forbidden fruit of rider and now I'm never going back lmao
from the perspective of someone thats made multiple dayz mods I think the biggest problem people are going to run in to in terms of scripting is not understanding how and where to use strong refs
vim
Yeah it's going to be rough for people coming from SQF, ref types are going to be an interesting experience
Hi shix 😄
ohh Hi Ron you beautiful man
Can’t wait for the server issue to be ironed out so I can have a whirl
Anyone still having issues logging into the workbench?
I always say it never hurts to go learn some fundamentals. A lot of stuff never clicked for me wayback until I understood things like pointers, reference assignment, just basic stuff
But a lot of these guys are seasoned programmers
and that's why we should teach kids C in elementary school.
I’m sure they’ll be cool
I have a completed vehicle playground made but I want to upload it D;
Definitely, Cloaker. In some places they do start pretty early.
is the workbench available for mac ? 😂
But for people who are new its easier if they know a oop Language
My Workbench crashes if i want to do something with the RestContext 
yeah there's already a bug report for that lol
Yeah its a great way to get more people into programming. Sqf definitely encouraged alot of bad habits, enscript will hopefully teach good ones
Anyways I need sleep good night!
Night night!
something got removed
RIP to the forums
before removal: https://i.imgur.com/su3QfzA.png
was kinda excited to have an enfusion engine utopia to chill in
Had in cache
Forum got removed maybe its located somewhere else
anyone getting this when trying to publish
BACKEND (E): [RestApi] ID:[8] Error Code:400 - Bad Request, ApiCode:
BACKEND (E): [RestApi] ID:[9] Error Code:401 - Unauthorized, ApiCode:
DEFAULT (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed
They published some tutorials: https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials
I'm sure I could not see them yesterday.
I think only in workbench when you are making/debugging your own mod.
no SQF is compiled to instructions-ish
how tf can i create a new prefab?
Just got an idea: Reforger has behavior trees within Zeus. Imagine someone implementing a UI through a mod where you can alter behavior on the fly for unit/groups/faction level with something like tags or something. Like editing a group and assigning "Cautious" "Avoiding" "Suicidal" "CQB" as tags/assignments and the mod will implement the respective tree so that that group avoids combat carefully and tries to flank in for hand to hand combat (or suicide vests)
Hey, a friend just wondered if arma reforger prophunt is possible. Is it?
I launched workbench to work on my project and it's available, like I can select it at the start, but when I do the files aren't in the resource browser.
They're just totally gone.
But they're still on my PC.
still anyone got an idea why i wouldnt be authorized to upload on workbench ?
yes would be doable to what quality and enjoyment i can say
Did DayZ also use the Enfusion Workbench for modding?
'llo there,
Seems like if I cannot open any project using the tool launcher. It displays the "Enfusion Engine" logo then just stop and do nothing.
Did I miss something?
Sooo thats everything we got now for documentation?
seems like its public now but no where any explanation for components or so
12 hours ago there were 3 wiki pages
they are pushing out new documentation mega fast now
Make sure you use email, not user name. Worked for me.
has anyone figured out where you define which factions are hostile to each other in the world editor, I have managed to spawn ai as both blufor and opfor but they have yet to shoot at each other or me
Are these the only documentations by BI? https://community.bistudio.com/wiki/Arma_Reforger
although I'd bet there's some community contributions mixed in too
are you sure you don't have checked "Show runtime files only"?
So I am one of those SQF hackers, any good basic resources on syntax, code structure I can dive into. I am bookmarking the shit of the wiki's.
if you have it checked, then uncheck it so your non registered files could be visible
yea but they said the documentation will be available directly
it will take 6+ months if they start the documentation for every GameComponent now
🤷♂️ I can do just as much about that as you can
Thanks Patrick, I am there.
It's not checked.
considering you can read the source for pretty much all of the components though, 100% documentation coverage isn't critical
Yea but there is no documentation right now
There are only some basics
but thats not the documentation at all
definition of a documentation is something different xD
How can i use Eden in a project? It wont let me override it
ok yeah but you should be able to guess what SCR_FlashlightComponent does
you don't need a hand-holding guide for everything
plus you can legit read the code implementing SCR_FlashlightComponent (or whatever component you're wondering about)
it isn't perfect but covers a lot of cases
You are just trying to make excuses xDD
I hope they got the real documentation ready but just not for public
all good
🤝
you're spoiled if you can't program without documentation lmao

can you provide some screens or logs?
Yeah, this isnt great from the content cretaion side of things. I know were on the cutting edge, but there arent any guides on how any of the tools work and some of them are really confusing
Thing is with most documentation, and it was the same for A3. The documentation is written by coders for coders, if you wish to begin your modding career and have little to no experience you will not understand a single thing by reading these docs.
I do see this now.
yeah, I agree, but the people jumping onto reforger day 0/1 aren't going to be noobs
True
100%, biggest problems I've ran into is the lack of documentation for the tools themselves
the language/APIs are fine
but a big menu? no chance
I feel like we're back in the same situation we were with RV. The tools are too confusing and lacking in documentation, putting off people
True but good documentation is just good practice
Like we discussed earlier Cloaker, I still haven't been able to figure out how to do class inheritance in this.
well right now their "good practice" points are probably all going towards fixing bugs
I pulled one of the samples any they magically got overloading to work, so I've got no clue at this point
Yea I understand now, but these documents should have been produced before launch?
Then is it ready? We were specificly asked for feedback with reforger, and here it is. Dont deny it, the tools are confusing and the documentation is non-existent
Thing is, I am not looking to replace anything within the game. But rather add.
yeah good point, I was thinking the other guy was just talking about documenting the code, so that's my bad
most likely you are missing Arma Reforger in Enfusion Workbench Launcher
if addon is not working then enfusion fallbacks to vanilla mode
Im personally going to make the same choise as with DayZ. Until they sort their things out, i will stick to Arma 3.
give me the rundown on what you're trying to do? I'd be guessing same as you but two heads are better than one
I dont get paid to make content for these games, so the least i should expect is to not have to deal with a development nightmare
And that applies to everyone
depends on how you define development nightmare really, SQF with complete documentation still feels like more a nightmare than this to me
Atleast with sqf you know what youre doing
This.
Anyone know why my mission header isn't working? I created a scenarios folder in the root of the mod and added a mission header with SCR_MissionHeader but it still wont appear in scenarios
Enforce and workbench honestly feels like a downgrade
Alright so I have a Leupold mk4 spotting scope 3D model. And I want to add it to the game by using the US B22 Binocular base class, so basically using the b22 config but changes a few parameters such as how much it zooms etc. How is this even doable in this? In arma 3 its simple, just write out the correct order of classes you wish to inherit from and change the lines in config you want to change. Boom you're done.
It doesnt matter how many fancy tools you have made if nobody knows how to use them
No one said anything else
Docs coming in next few days
@gleaming basalt the tools look good... i just wish i knew how they work
Me too
At this point the best thing you can do is be patient :)
@wet void i suppose. This is just the feedback they requested
you either trial and error, or wait to get the necessary documentation
^ been trial and erroring my ass off lol
it's been under 24h since the release
Neither one is a good option. Considering Arma is about being able to create your own things
but making progress its the same process I went through with Arma 3
Defintely trying to get documents out soon :)
And of we cant create, then what is this game about
go create then
Cant for the reasons outlined before
also, very funny that you're telling me what arma is about
Im only parroting what the stream told me
Dude quit complaining about shit veyond anyones control right now, go poke at the tools and see what breaks and what doesnt
If Reforger is supposed to be a step where we are allowed and meant to voice our opinions, then what im doing is perfectly valid
Eventually youll find out whats what
I am providing feedback. Exactly the feedback we were asked to provide
it is valid indeed, but expecting stuff to work from day1 for an alpha release is also weird at best
There are better ways to feedback moaning.
the thing is, most things work yea
but if the CEO from BI says "Documentation will be available right now"
then I guess we can expect that
xD
So when things dont work, we shouldnt talk about it because it's alpha?
Isnt that the whole point of the alpha? To collect information on features that dont work
yeah sure, as i said valid point, but are you certain things don't work?
And considering i paid 30€ for an alpha, which is outrageous to begin with, i should be able to expect atleast the bare minimum i.e. being allowed to tell them what is wrong in my opinion
or just you have no idea how to make it work
you have chosen to pay 30eu for an alpha
That is when documentation doesnt work
in order to work, it needs to exist
So when a part of it is missing, i should be able to tell them its missing and i need it
Who's saying you can't voice you're gripes? Voice them, then move on to the next issue if you have any and repeat, or move on
you guys would have had a fit back in the day then
You should try making your feedback constructive instead of offering comment with no real point behind all of these messages.
you said whatever you wanted to say, you can even send an email
@opal ingot he is.
but beating the bush is not really gonna make the documentation suddenly pop up on wiki
Ive had a fit every time. But this time we were specifically asked to voice our concerns
The complaints is what he's getting annoyed at, pointing out issues to then move on and shitting on things are two different things
also, would be nice to actually ask a question about what you are trying to achive
maybe someone actually knows how to help you out
That's the part wher ei poke and figure out
My concern is that this part can be streamlined and removed entirely if there was documentation
Cutting potentially hundreds of hours into under 2 digits
bro it's been a day
not even a day 🙂
documentation hasn't gone up yet
It's been 8 years since Arma 3
HOW DO I MAKE A MAP
if that would be the case, there would be no tutorials out there for software and platforms / engines that have documenation from day0
not sure how those are related
It's been 2022 years roughky sibce we started counting time
Different dev's have in just about every channel stated documentation is being actively worked on and will be released by the weekend, chill out. It wasn't fully prepared by release, release wasn't gonna be delayed purely for some documents.
How is it related in any way when we get our hands on the alpha release and when the developers shouldve realized "oh, maybe they need to know how these things work in order to use them"
Nica its early access bruh take a chill pill.
Also, we aren't cold turkey here, there is documentation it just is limited currently.
You're feeding the troll
so you know they somehow didn't know that, how exactly?
in that case it was a poor release
they've said the documentation is coming soon
i am gonna stop here
Also just read through the source code its easy to reverse engineer loads of what they have
And im saying it shouldve been here before
Thats just wrong, shit happens and small things won't delay the release itself.
you are now arguing for the sake of arguing
I feel completely dumbfounded when using the tools? Is it normal that it opens a new windows for everything I double click (World editor tutorial mission)? Also closing one window closes all the tool windows and I have to restart.
and I'm saying you should have at least a little bit of patience
Bruh im talking about their SCR files.
I feel sorry for anyone wanting to ask genuine questions about the Workbench with all this off-topic discussions going on over everything.
they are talking about the engine itself
The publically available script files.
Templates have been uploaded to github, and those who don't complain but actually ask questions in the relevant channels have been getting all the information they have needed.
You said source code, which is very different frlm the script files
Not the fkn engine
Its alright my dude
Its not different, both are SOURCE CODE. NOT COMPILED
When will you understand that i am trying to provide feedback
Whateverlost cause
reverse engineering is the wrong term, but whatever, you can openly walk backwards if you really wanted to
your feedback is there's no documentation
@plucky burrowshoot
which is coming
it's not useful feedback when it's obviously already known by the devs and is in the process of being addressed
I get that, but you have voiced this. So move on, you have gotten to the point where you are just going in circles blaming the dev's and calling it a bad release. That is not the same as providing feedback.
People who are crying about lack of documentation instead of waiting patiently and poking around in the tools and learning what they can are the same people who will move on to the next game in a week. They don't really want documentation, because they're never going to learn to use the tools, they just want to complain
I keep getting asked new questions and im just replying to them
@tight dune This might've been me being dumb, but I wrote in 'core' and 'ArmaReforger' as dependencies which seems to be an issue suddenly, though it wasn't yesterday.
You have no idea what feedback means in that case
I opened the gjproj in a text editor and cleared the array.
Now I get an engine failed to initialize start-up crash.
I'm going to look at the sample mod gjproj and see what they have in dependencies.
Fair enough if the docs were coming in 2 weeks or a month. Literally just 1 day.
how did you created your new addon?
Could anybody point me towards some resources for learning scripting, please? I'm proficient with .sqf but haven't touched any other language except Powershell, so I'm feeling a bit lost looking at all this. I feel like I need some foundation knowledge of OOP or something
so you did in text editor? 🤔
I fixed it in a text editor.
you can create new addon directly in Enfusion Workbench Launcher
so you created new project when you didn't have arma reforger registered?
Is it possible to retexture the existing assets right now with Workbench as it is today? Like say something small like add a flag to the paint or something?
After I put the dependencies in I couldn't edit the addon in the Workbench, because it'd crash before I was able to.
So I had to do it in a text editor.
yes, sample modded weapon & car are examples of something like that
Pretty sure it's registered.
Very cool will have to have a play, thank you.
This was all working fine yesterday and then when I went to bed it was broken in the morning but it's fixed now.
idk
Anyone else having issues logging into your BI workshop account in the workbench?
Do you use Steam on BI site?
I just linked it to my BI account
Get error code 400 in the workbench console
Hmmmm not sure sorry.
I was having a different issue I solved by resetting password.
Btw do wish there was a way for strings to be displayed with their actual text in configs rather than just the string ID
Hello, where we found Workbench ?
steam -> your games -> search Arma Reforger there you should see the Arma Reforger tools as a steam game. Just download and start.
Anyone know why my mod isn't working as a scenario? I've used a MissionHeader config in a Scenarios folder however it still doesn't show up
@tight dune I'm trying to launch the game via world editor with the green play button, but it says "No GameMode present in the world, using fallback logic!"
Where does one find these samples?
what Pufu wrote + https://github.com/BohemiaInteractive/Arma-Reforger-Samples/
I am a bit dumb at finding Discord channels, appreciated.
did you loaded empty eden? If yes, then there is no game mode there as error suggest so you cannot spawn/control character
you can take a look at basic game mode setup in the samples https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_Main/Worlds/Modding
I didnt load anything, I did what you showed me in the samples. Dragged and dropped and configured the M22 as my inheritance. And I pressed play thinking it would launch the game in the viewport window like it says it will, to test if my new bino works. But nothing loads.
I will have a look
play button launches current world. If its empty, then you are going to play on empty world (minus that m22)
Alright, kinda tidious having to setup a world file for testing something as simple as a single item. Why isn't the world editor equipped with a base world setup? With a single playable character in a open empty space. Kinda like VR map on A3?
because world editor is tool for creating worlds
you can always use that world from sample to test your scenarios quickly
I understand that, but why is the world editor even needed for testing a single object like a binocular, rifle, pistol whatever?
Is there another way to load up the game with my modified files to test?
Is there a list of scripting commands for Reforger somewhere online?
I might be wrong here, but it just feels very strange having to run a map editor to test if my binocular works lol, an item that doesnt have any relevance to mapping what so ever
great thanks 😉
someone else could say it is weird to launch full game to test something as simple as binoculars 😉 It's something different compared to Arma 3 but you will have to get used to it
in the end, world editor play mode is much faster than loading whole game
Yeah true, Its just what I am used to I guess
and quick iteration is crucial for learning by trial and error
Yeah having to quit the game and repack pbo's then relaunch for trial and error is a pita
'llo there,
Seems like if I cannot open any project using the tool launcher. When choosing/opening a project It displays the "Enfusion" logo then just stop and do nothing.
Did I miss something?
trial and error was very annoying in A3 if your texture was off you would have to change the texture in substance painter or whatever, convert to .paa, transfer files over, pack the .pbo's, loadup the game, setup the character or object and then see what it looks like
and if its something you can only test in a server it gets even more annoying
does anyone know which file path we need to use for the addons section in the properties of the enfusion tools in blender?
sorry if this has been asked a million times but has the documentation been released yet?
some, not much.
#enfusion_blender_tools here you can find more info
alright guess i'll wait until they are released before i continue tinkering with it. Cheers for that
is there any mod makers here willing to help someone out, i want to learn how to make clothes and small animations but got no idea where to start lmao
i doubt there are many modders out there right now knowing how to make mods for reforger considering it was released under 24h ago
it uses the enfusion engine so far it doesnt look horrible but
I need to login into the workbench using my BI account to pack mods for distribution? (Mikero, save us)
Is your mission config registered (right-click->register) ?
That should create a .meta file for it.
There might be some extra I can try to check later maybe. I made a mission thing but I don't have it here
Currently I have
my .ent world file
1x Model with textures in data folder
1x Scenarios folder with a .config for SCR_MissionHeader
I tried to register the .config however it was grayed out
all I want to do is add my vehicle playground to the workshop D:
if it is already registered, then it is greyed out
I wouldn't know what else to do
I've been going off of this document
https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
so it should be enough to see it in workshop
You can see it in the workshop however when you download it you can't play it because it's not a scenario
I'm trying to make it a scenario so players can just load it up and play
Vehicle Playground addon, right?
I noticed that when I went through the Eden/Tutorial worlds
The documentation is wrong then
however I did test it as Missions and it still didn't work because it needs a missions file or something
it shouldn't be
ah it is
weird let me try again however when it was filled before it wouldn't work
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
This is the message I get when I try to bundle the mod with
SCR_MissionHeader
with the folder Missions
If I do with the Scenarios folder I wouldn't get an error
so Missions folder is correct
you need to add some Preview Image in the addon
and then link it in mission config
Is there a "map" view in the workbench? Something for editing like map markers and such
Is anybody else having trouble logging into your bohemia account from inside the game? I want to see my private mod. 🙂
Had issues earlier but managed to get in, if you sign in through steam and then go to login details there you can change email and password. To sign in through the game use the email that you used in the login details and the password you set as well
has anybody been able to get combat behaviour from placed AI in the world editor, I have got two groups moving about with waypoints, and if I go into gamemaster it shows them as two different factions yet they dont shoot at each other, nor at players?
How do you get to the Config editor?
I've been trying to find that menu for hours lol
This one. ^^
double click on config file
So anyone developing a PC UI yet?
Oh right. Brill thank you.
there is no such thing
I can't wait for the documentation to drop 👀
hehe i crashed workbench c:
think i may of found a bug, if you use the resource browser and navigate to the skybox folder it'll crash
hey thats what i did
lmao
caveman brain will use trial and error (mostly error) to figure it out
all unga bunga techniques until the documentation drops
How do you guys test your mods? I can't figure it out
haha i crashed it again
Thank you guys for helping me out with the scenario issue who knew you're supposed to have the image file inside the mod lol I thought the converted one is good enough
But Vehicle Playground is now available on the workshop :D
congrats
Hey, so I just found out there's a clone wars mod. and its in the megabites sizes of 141. But no pictures.
crashed it for a third time
probably trying to be the first to get something star wars related out
regardless if it actually is what it is
Also I notice there's a patrol ops mission in the workshop being worked on
anyone elses workbench crashes when saving a world?
the clone wars mod is by CC-4576 Azex apparently.
There are a few "mods" on the workshop page that actually aren't mods at all. When hovering over them they give a brief description like "This will aim to bring weapons and equipment from bla bla into the game" But when actually clicking on it and reading the further description it says " We are a Arma 3 unit, here is our discord and here is our teamspeak"
Units are using the new workshop to advertise A3 units.
yo they said theres a lot of documentation for Workbench. where its at? probably good idea to pin it in this channel
Most of it is not available yet
Hasn't been released yet, there are sample mods made by devs
oh
well thats something. Soon they'll be compiling modpacks into a single download for only their server like the dayZ workshop
Anyone know if PhysX is still the main API for physics or is it something else?
already seeing the workshop being used to advertise things and communities
Is there a way to check the stats of your mod?
not sure but i would only assume that you could see it on the main arma workshop page
reporting those "mods" may be what has to be done
is it even possible to have mods private?
i guess if installation is from ingame for everyone then the answer is no, for now... till theres an external 3rd party mod management stuff like arma3sync or whatnot
so 'advertisement' is kind of unavoidable. if my community needs to make a mod or combine a bunch into one, then itll appear publicly for everyone
i love the future
100% until there is a way to private mods it'll be inevitable but i would assume if the mod is legit just a 1mb file made to just advertise then that'll probs be report worthy
BI gonna hire a full team of mod reviewers to keep the workshop clean i bet Clueless
it always goes well when a team of developers has to manually review and approve/decline content made by players
Yeah The WFAR mod, (Which I posted) it is currently nothing more then that yes. I didn't have the time to fix the issues to get it's flags and assets to work.
Anyone figure out terrain creation workflow yet? What should I expect?
Yeah alright fair
please, where are Roughness Metallic, and AO
because i have only BCR MAP AND normal map
?
when i edit a .emat
im assuming at this point you CANNOT create your own terrain/world
R normalX
G normalY
B metallic
A ao
R diffR
G diffG
B diffB
A roughness
there is a terrain tool but it is grayed out and unavailable to use and im working on figuring out how to enable it
you can blanch
u need to add a generic terrain item. right click it. at bottom. click create terrain
then terrain tool will work
Play in the world editor iirc. Basically boots the game with the mod loaded in the Enfusion workbench itself.
warning tho. it crashes ALOT when importing height maps for ur terain lol
i have managed to load into the world editor and run around as a character but only when i load the tutorial world. Gotta figure out how to place a playable character
you can use SpawnPoint_USSR/US/FIA for spawning in players
cheers for that
FYI for others, make sure when you save you dont save to a folder that has a padlock otherwise the program will straight up crash
Come to #enfusion_texture
Mind adding me as a friend? Wanna ask you a bunch of questions about that mod, but I don't really wanna chat in here about it for now hahaha 
What kind of files can we import?
Okay? So did you come to complain or did you need help?
i was using just a png. not tried others for it yet.
Aha, misunderstood that. Sorry then.
Seems like your account is not accepting friend request
We use .tiff mostly
https://wiki.reforger.armaplatform.com/ is this link dead for everyone or just me?
Dead. If you go back to the root wiki page you get a different link now. But there is only 2 articles with zero information
damn. any idea when it will be up?
Wiki is in the process of going up, see #biki_changelog
The main reforger article has "subcategories" at the bottom, that leads to much of the stuff
Hey, how do the PIP Scopes work in Reforger? Is it a material?
Wouldn't that be necessary for development?
why
look at the workshop, theres only like 2 working mods, everything else is WIP broken stuff
If your working with a team on a mod, it would be not too great to need to publish it for everyone in your team to have access
Holy moly. Please share your wisdom!
Drag the group_base.et into your world and then in the object properties you can add prefabs for the units and make a list of waypoints for them to follow, but I still cant get them to fight :(
You also need the SCR_AIWorld, then in the components for that there is something called NavmeshWorldComponent, which you need to edit and add the GM_Eden.nmn as the Navmesh file otherwise the ai dont path around stuff
You can still use github or the like to share files internally
But then you have to test them ingame
Go to your documents/My games/ArmaReforger/addons
There you will find all the addons.
To be able to make clothing I suggest learning Blender, Marvelous Designer and Substance Painter. What your asking would take somebody days/weeks to teach you so I suggest YouTube tutorials.
Isn't that essentially what can be called "private mods" or do I just not understand, what they are?
Which I believe can then be transferred to github an entire package that your team can work on without being publish.
From what I know thats the location of where the addons you make or download get placed. As that is also where my test addon is located that I briefly made.
So theoretically yes it can be a private addon.
But when it's finished , you publish the mod and then everybody can modify it ?
No, when you create a addon on the workbenc it gets placed in that folder.
So as long as YOU don't publish it you'll be fine.
RESOURCES : Packaging project successful
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
What does it mean? It doesn't specify the image that is missing
The process would be something like this:
- Open up Workbench and create the details you are tasked with making, from the team.
- Once finished go to that file directory, and transfer those files to the next person in the team.
- Don't publish the mod unless you want people to see what your working on.
Hello, has anyone tried to make a scenario? we are trying but even following the tutorial the created scenario does not appear in the list of scenarios once inside the game
I'm just there to
You have to build it, using workbench Publisher
Yeah, as I see, it's also visible by the folder name. created ones have real names, downloaded a hexdecimal identifier
Yes.
Can I export models from blender to a .xob file into Enfusion Workbench
Or how do .xob's work
So you can still collaborate with a team.
It feels very different from DAYZ.
I want to create an object, but I can't define a Class, how?
For example, to determine a faction or.....
#enfusion_model message
There is that way or wait for the documentation.
Ahh perfect, thank you
Do we need to install tools while making mods?
Whatcha mean?
there is no feedback button in the workbench... I just want to know if the devs are aware of the problem logging-in in the workbench
And to let them know that needing to login to bundle a mod is a horrible idea
It's done that way to allow for cross platform mod downloading.
In your mission config, you NEED to have a preview image, it cannot be empty
But I do not want to make my mod cross platform to begin with
I can't answer that.
In my mission.conf right? I already got it. The default placeholder_1.edds
Is there some ohter image field thats empty?
in the .conf nope
Try moving the rear sight LOD or whatever the thing is called back more I noticed when I was messing about with the Samples for optics they put them far back.
Any idea why my scroll wheel just stops working in the world editor sometimes?
Icon: Default.edds
Loading Screen: placeholder_1,edds
Preview Image: placeHolder_1,edds
Default?-
Maybe thats broken, try putting a image file inside your mod directly, and then use that. Maybe it has to be inside your mod files and not referenced from elsewherer
Sight point rear yeh.
ok
the controls are kinda wierd, if you hold right click and scroll in/out it will change the camera speed. So you might have scrolled out so far the speed is near 0
I'll send SS hold one.
does it have to be edds?
Oh my god thats gross
Ok thanks
yes, but i think if you put png it autoconverts
Anything up on how to just have a spawn point so you can actually test your world in the world editor?
Also, is the slotting screen kill?
In the scenario Tutorial it sohows you how to do it
Oh.
there are 3, icon, loading screen and preview image, you have all 3 yeah?
your error definitely references some missing/empty image.
I really think its a image field with no text in it
can you send me your mod files maybe? via zip in dm and i can take a quick look
I do not know then. When making models and stuff I always do it through blender or used to for the Arma process.
ok
you have to place a spawnpoint prefab like SpawnPoint_FFA.et
Try using the sample model and importing it.
Compare it with yours.
Ah.
I'm just as bamboozled as you then.
Terrain Preparation
At minimum, a new test scenario built in World Editor requires the following prefabs:
GameMode_Deathmatch_Automatic.et - this prefab contains Deathmatch game mode configuration
FactionManager_FFA.et - prefab defining which factions are participating in the game. FFA means represents Free For All, meaning there is only one faction
SpawnPoint_FFA.et - spawn point with FFA specific configuration
LoadoutManager_FFA.et - respawn loadout manager - the FFA variants contains all available loadouts for both USSR & US characters
All those prefabs can be placed in World Editor's viewport by drag and dropping them from the Resource Browser.
shift+f7 to test scripts
(Stupid question) Is your "barrel_muzzle" at the end of your gun barrel?
Have you made the FireGeometry?
I have no idea if it's linked but going by fire I would presume it would be.
Using the AK as a thing for explaining here but under the Colliders there are interaction layers, one of those is Fire Geometry.
When you click on it, should bring up like a purple outline of the weapon or object.
Like this.
Is there something I need to do to enable collision with terrain? I'm not sure if i'm just falling through my terrain here or something else is happening for this result.
https://streamable.com/5m0z15
Set your Layerpreset if your able to, to Weapon.
Above interactionLayers.
Not sure if you can edit it from there.
Ah you only have the one Colider.
Which is the body.
This is what the base M16 has.
So it could be the firegeometry. And/Or your interaction Layers.
Only problem, I don't know how you edit them.
No harm in trying it.
At this point I think it's just a case of finding how to change the layer preset.
But idk thats just from looking at the situation on my end.
Ok, stupid question here : How do I navigate the camera with WASD keys? I can do it just fine with the mouse scrollwheel (scrolling to zoom in/out, press and drag to move). Am I missing something?
I'm talking about flying around in the World
hold right click and WASD?
More documentation coming?
I hope so
I cant even get a mission to appear in scenarios
created a Missions folder, put in a SCR_MissionHeader with a Eden sub-world and enabled mod.. nothing
funny finding you here, why did you delete your ron mods server?
Did you assign a picture? Thats necessary. Had the same issue.
How can I use the publisher, I am getting a 400 error whenever I try to use it. I have searched far and wide but I have not found a solution
are the docs out yet
i can't login
BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 5cd2d292-e451-4b24-a55a-1bf9110bcbe2: Authorization failed, check your token."}```
Ok, if anybody is ahead of me - All I want to do is load up an empty Eden map and place down one single playable soldier slot. How 🙂
I've gotten to where I have an empty Everon sub-scened from the main map. I've tried placing down anything that has "spawn" and the like on the map, no dice
people are never gonna let it go lmao
How can i view the script file for the M21?
Somehow whenever I change values from a Prefab and I press "Apply to prefab" nothing changes and the values are default
Any cool mods so far?
A couple people have put out mods, for the rest we're still trying to learn off the past chat logs. For now it's a waiting game for the documentation.
Because i want a mk18 mod
No documentation?
Waiting for it to be released.
Some documentation has been released so far but not all of it.
Hello i can't publish mod "BACKEND (E): [RestApi] ID:[7] Error Code:400 - Bad Request, ApiCode"
I believe thats the error for not being logged into BI, go workbench top left and login.
i've try but also same error with 2 account
Oh, I am unsure then.
Yes, see #biki_changelog for progress
That doesn't work, see known issues page, i linked in #enfusion_scenario
I bet your having a field day huh Dedmen.
Will map mods be possible?
More of an : AAAAAAAAAAAAAAA day.
Terrains? Yes!
I expect Eden: Reforged on my desk pronto!
Dope. Hope someone makes some cool desert maps
We need a cqb map
it's arma you'll have more desert maps than you'll know what to do with
Anyone going to work on a mk18 mod
It's all yours dude
Anyone know why this is happening? I asked earlier but didn't get a response. https://streamable.com/5m0z15
Eh yeah, you don't actually want to start in a unit right?
At the top, i think next to the play button there is a drop-down menu for options, and there is a respawn on camera, disable that
I just want to be able to spawn and walk around on the terrain I generated
I had the spawn on camera disabled
When I press "Apply to prefab" the configuration of the weapon is not saved, as soon as i hit play
Any clues why this happens?
how do you get infos on the player ? for example the player health ?
i followed this tutorial about Scripting https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Example
But my console is doing nothing when i press run. Game is running in World edit. Any Ideas what i can do?
pause game by hitting a breakpoint, then click run
Yup, CTRL+S
But how if the code never get executed
where is workbench ?
steam tools
oh thanks .. I was looking for "enfusion"
Interesting, well good to see you got it working in the end, you managed to get it in full auto or you still having the bug where it fires from the sight still?
For some reason Enfusion cant logging in, Anyone have any clue why does this happen?
https://cdn.discordapp.com/attachments/976190496143708191/976402525097951252/unknown.png?size=4096
Q; is it some how possible to export or duplicate a texture file in to the addon you making?
Am i the only one getting an erorr trying to log in into my BI account from workrbench ? with an error 400
Oh.
nope quite a few have issues
Again, it appears I'm at a loss.
question. can you create a prefab or do i need to just duplicate an existing one and modify it?
any solution or just wait uh ?
wheres the option at, i cant find it to save my life
Sorry for the beginner question, is there a tutorial on how to get started with modding in Reforger? When I click on workbench there is only the downloadable content but where do I start creating my own stuff?
yep im here. ill probably end up duplicating for the time being, just would still like to know
once i get comfortable enough with the toolset i plan on recording a few to get people started and add to my channel
Lmao, well. not worth having a gun that shoots you in the face is it? Either way, at least you figured it out, took a good minute but you learned.
Kinda cool ngl.
Way to make it come out the right side?
Two days worth of work. Job well done.
Thats if you wanna get the materials done by today that is.
From what I've seen yes.
Good job!
You can now officially say you were the first to mod a firearm into Reforge.
Congrats yo
Time to make an acog for it 😮
I wonder how hard it will be to mod Picture in Picture scopes
Anyone getting an error?
Publishing failed!
See console for details.
Console has nothing though.
Alright, I've followed the https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup to the end and all works, but I am not sure how to launch Reforger with the mod enabled.
Do I just normally launch Reforger, go into workshop->downloaded and enable it?
Because if so, I probably fucked up somewhere, as I don't see it in scenarios
any ideas?
How can I test my mod? Do I have to publish it first?
Tbf, I mean no harm when I say this, but congrats to the person who did make the Honey Badger, but you used an AK reload animation.
Thats what I was trying, just using gamemaster world and putting down arsenal box. I have asset, prefab and config
What am I doing wrong?
What does your config look like?
I asume you're using Arsenal to get the gun
I see
Why would you do that?
Yeah fair, just curious since you're not really adding to the game but rather replacing
I'll try it this way myself with the M22 Binocular
Just to see if I can get it working
Freddy have you got a collection of weapons or something you gonna try and get in? Saw you had a Spotting scope you were trying to get in but nothing more.
has anyone able to add a UI widget?
I've mostly done optics in the past. I have a few rifles as well that I might try when I actually understand more of this
How can i replace hit particles? I have ready .ptc files with parameters i need, so how can i do they work in game?
Any breakpoint works anywhere, some code always runs
Is there a documentation for AI and AI customizations? (pathing, logic, FSM,...)
what you mean by add a UI widget ? do you mean add it in the player screen ?
question. so i made a simple class that inherits from SCR_BaseGameModeComponent that i want to add to a game mode prefab. im assuming i need to turn this from a script into a component to add it? if so how can i do that. i see no options anywhere in that regard
Oh right, has someone linked you the weapon modding doc? Could help.
yep I figugred it out 🙂
ok all good 🙂
nice
I've had a look yeah, I'm starting with Binocular and Moving to attachments. Then finally a rifle
Got my binocular working now, just have to figure out how to make the character hold it properly. Right now its just floating in the air 😛
Progress, it's lovely isn't it.
nice man
I also need to figure out how to make the binocular variable zoom, just like how the M21 riflescope works
Since I want 12-40 magnification. I have it configured to 40x static now, and oh boy the game looks pretty darn good even with that much magnification
Go on give us a peek.
Any word on that file directory bug discussed earlier? I help run an Arma community and wanna know if it's been resolved
Same issue here.
What's the difference between dependencies of ArmaReforger and Core? 
good to know their lod system works well that far lol
Any updates on this?
Yeah the game looks very good even that far, Its actually a 45x magnification atm looking at a hill roughly 1.5-2km away
didnt some people mention that only in the editor can you do things such as that, but in game you cant? not 100% sure
Some what possible to export texture files or finding them?
LMAO, is it time to host a server that deletes system 32 on clients?
Hi, I want to swap the hit particles for different materials. I have customized ones .ptc hit particles, how can I use them in the game?
where do you go to create a prefab? i cant figure out how to create prefabs and components anywhere
how to make sense of this error? https://imgur.com/a/nOMBzNI
is there some sort of quick start tutorial or smtn i can follow to start my first project in the reforger tools? im mostly interested in scripting
at the bottom it shows whats needed to get started. drop those prefabs into your level and you can spawn in and possess a character. from there i have no clue, still cant figure out how to make prefabs and components from scratch to start lol
https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding
tysm
I have problems getting the string table to function
I have:
mod.\Language\localization.st with a id
and i refering to it from the prefab
but i only get the # id and not the string it self
Have a obscene amount of legitimate military 3D assets, weapons, gear and characters.. also experience with Unreal, Substance Painter, Bridge, World Creator.. anyone more on the coding side that would like to team up and put something decent together for Reforger?
Not a fan of the Cold War setting 👀
how do u get into arma reforger tools or workbench
steam tools
how can i animate a first person weapon? is there a rig for the character arms or something?
there is a rig, download their example from git, they have blend files and fbx
and wheres that
Any place I can grab documentation? Didn't see anything pinned so I wanted to check
i'll look into the folders then
Or are we all flying blind so far
steam, libary check tools
How can i replace hit particles? I have ready .ptc files with parameters i need, so how can i do they work in game?
btw is it normal that sample mods disable themselves when i try to create a game master game?
as far as scripting goes, the DayZ resources might be helpful, since it's the same engine.
@white marlin https://imgur.com/a/MZv8yuQ
Biggest interest at the moment is terrain mucking, want to figure out height map imports. Maybe I can finally get that LIDAR data imported 
got it thanks
I've made a terrain but the terrain has no collisions so you fall through it, anyone know how to fix that?
yeah, I want to import a heightmap and figure out how their landscape material works
Does workbench finally support more file types instead of just the few we had?
Cause there's plenty of survey data out there
But not always in a readable format
I've found that used l3dt to make the terrain and then import the heightmap made will make the custom terrain
L3DT is cool, I just have more experience with World Creator
Honestly half of me wants to go see if I can ask for the files from the guy who did the Seattle map
See if I can't mess with that
I mean, the engine might actually be able to handle an urban environment now
WC is pretty cool https://i.gyazo.com/f33fc99e2d9dd95c3a779d7cf2cd9443.jpg
imagine adding that to arma
I'm sure there is a way
you can also use blenderGIS
pretty useful for that stuff
even tho 1:1 maps are a bit overpowered
i can move everything except the right arm, is it normal?(blender 3.0)
Well how do ya like that
pretty promissing
And I went to so much effort with blender workarounds to get custom animations in for a3
even tho i didnt use it yet
not sure if it supports heightmap import but this is cool
https://tangrams.github.io/heightmapper/
first part of the tutorial minus the unreal stuff can be helpful
Btw, are either of those height maps of just ground
Or does it include stuff like trees or buildings
not messed with the rig tbh, not big on Blender and animations
as I posted above, if someone knows how to add equipment, helmets and stuff, hit me up 👀 got tons of it
Manage to fix the localizaion it was forced to define it in the addon.gprj then build it via plugins
never mind
How can i replace hit particles? I have ready .ptc files with parameters i need, so how can i do they work in game?
you should be able to bundle it in the "publish project" tab
Please tell me if there is an opportunity to make your own mission scenario now?
its been 24h give the devs a chance to breathe
but how do I make this mod global so that it affects every hit in the game? In the folder with the mod , only mine .ptc files with new effects and standard files.
try recreating the folder structure from the particles you want to change
has anybody managed to initialize a GameMode_Plain setup?
Where is the option to import hightmap data in the world editor?
sorry for the late reply. Thanks. Actually, I placed both entities but how do I add actuall AI agents (soldiers) to that entity? Right now, there is that entitiy where I can alter the combat behaviour etc but for whom? Im missing a essential thing here...
Edit: figured it out
so there is a property of that prefab called units, its in the group members section. You can add to the array and then select a character prefab. I have also found that in ArmaReforger/Prefabs/Groups There are some more group prefabs with units premade.
Actually, better question, what file format can I use for importing?
yeah thanks. just figured it out. I also added the SCR AI World but right now, the AI just stais around like a careless agents. Doesnt react to me etc. What did you mean by "editing" the SCR AI World?
Its a russian soldier, so I have it to faction "2". Thats right I guess?
SCR_AIWorld has a component called NavmeshWorldComponent, which has a property called navemsh file, i just specified the eden.nmn file, before I did that the ai were incapable of pathing around fences and stuff
Please tell me if there is an opportunity to make your own mission scenario now?
Is there a way to bind hit particles not to a specific weapon, but to all at once?
ah but did you place the AIWorld entitiy just in to the world or did you import it in the actual SCR AI Group?
just have it placed in the world
Don't know - I haven't been able to replicate the trivial setup of Arma 3 where you load up a map, place down a soldier, tick the "playable" checkbox on the soldier - Presto! it's playable. I've been able to branch off the existing setups (Zeus, Capture the Island) just fine, but not a mission from scratch
So did I. So I guess he is fine and it is something else. Right now, the soldier just stands around idling and ignoring me. Even he is russian and Im US.
why can I no longer edit shit in the properties bar in Layout editor?
So the way I fixed that was by dragging the perception manager into the scene, but you also need to make sure you have a faction manager and assign the group to the right one. If you check in game master unassigned units will have a white group icon.
Is there a way to bind hit particles not to a specific weapon, but to all at once?
I've imported my model into the game and attached it to a character
but for some reason its off center
Anyone know the solution?
Based the model off the provided character sample
Still nothing
origin point?
Origin wouldn't have a factor I don't think
Its based off the character sample provided
and the location didn't change.
Yeah that works. My mistake was, I thought the factions are numeric. But I had to put in the actual faction key. Can you elaborate how you placed down waypoints? I see the waypoint category in the group but dont now how to place some
Hi all 👋
Is there any good video on how to get started with the Workbench?
not yet
Has anybody figured out how to implement the CYCLE waypoint into the waypoint procedure? It doesnt seem to be enough just to add a last waypoint type CYCLE. In my case, the soldiers just stop at the waypoint before.
how to bundle file offline ?
would anyone know why my scenario isnt showing up in the scenarios folder, I can see it in the downloaded tab of workshop. And yes I have changed all the images from placeholder ones to one in the mission directory.
my config looks like this: https://gyazo.com/01b51234252abbe89fbd55342101326b
sadly Im struggling with the same. How did you get that path, btw?
I dragged the config file onto it
smart guy 😉
I read the thing with the placeholder images all the time. But how did you use own ones? imported own?
yeah I just drew something in paint, converted it to tga with online converted and renamed it to .edds
I wonder if this is the issue since TGA can have so many attribute levels. Just remembering the pain with DDS in starcraft 2 and how to find the sweet spot setting
on the other hand, many people dont seem to have the problem
yeah I just found a forum post that said you can rename tga, so i have no idea if that could cause a problem
Yes
skyrix whats it called trying to start modding
I'm attempting to follow the scenario tutorial but I'm struggling with the last step of getting it in game. I'm using
but the last step is extremely vague
Launching Arma Reforger with this newly created mod enabled should allow you to see the and launch the scenario directly:
how do i launch it with the mod enabled so i can test my scenario?
anyone know how to do this step? I cannot figure it out.
"On that new prefab inside SampleMod_ModdedWeapon addon, click on "Inherit prefab" and type the name which the new prefab should use. New prefab will be created next to existing one so only thing that is left is moving it to target location in Sample Mod directory."
cant find the "Inherit Prefab" option anywhere
Why can I no longer change properties on the GUI layout?
there's not even a UI input element for these properties anymore
I've imported my model into the game and attached it to a character
but for some reason its off center
Anyone know the solution?
Based the model off the provided character sample
Still nothing
origin point of the model?
Even if its centered in blender?
I can't find that message. What did somebody say about the config needing Loading Screens/Images? They cannot be placeholders?
Can't jump over the last fence : config so I can find the mission in the Scenarios
ok, is there any reason I can't log into the workshop area? my username and password work fine on the bohemia website
had the same for hours
so not really an issue my end then?
I have no clue but I doubt
magically, Im now logged in but fail to bundle the project
i've been following the wiki instructions. They miss out a fair amount of critical info. Is there anyway I can update it?
Did anybody had the same problem when bundling for publishing, that there was an error with the preview image?
Or you can also suggest changes in #community_wiki, and people who have an account (like me) could help get these changes shipped to the wiki asap 😉
Is that in regards to the Capture and Hold setup guide? Because I can't find my mission in the game
even though I think I did it all correctly
yeah i'll probably do it at some point. Was going to just have a play tonight but trying to get around the instructions is pain. And I haven't actually got it into the game properly yet as it won't let me login to publish even though its the right login details
you reading the "ingame test" bit?
Exactly that
yea
Give me the info, I need to know 
i've seen people saying that the issue is that their username is actually their email
There have been a few people asking about this
or the opposite, or smth like that
it says use the email so i did, maybe I should use the username?
I had the same. It IS the email. For me, it did just magically login an hour later by itself
I GUESS its on the server side
oh okay, maybe it just needs a login attempt once and someone to give me permissions?
i'll try again later before i go off on holiday
that could be the case
regarding the scenario not showing ingame: if have the same. Thats why I try to publish it to check it that way. But Im not able to bundle it (unknown problem with the preview image). One step at the time 😉
oh yeah, to test your mission shows up. You have to stay in the tools. Close the world editor. Then reopen it. Press load world but then open the MainMenuWorld.ent. Then press play and it'll show up in there
Thx. Yeah the way via mainmenuworld.ent I did learn this afternoon. But thx.
is this just the selector bubble of the entity?
I think thats what the tutorial means to do
Its attached to headgear
but its very very vague
For some reason its off ..
And backwards
It's modeled after the arma sample skeleton
Everything to set to 0,0
possibly. I could publish a little example mission with a AI patrol for coop testing but this damn bundling wont work and the console output doesnt help at all
yeah, like i say i can't even log in to publish to help you out
does the character maybe isnt 0,0 since its not in A-Pose?
just figured it out. its a known issue: https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues
So any ETA on the documentation talked about for workbench?
yeah, i'll leave it until i get back in a week and a half
Documentation is slowly added to the Community Wiki
it has to be imported first before we can start working on it
have nice holidays. While im now able to bundle it, im still not able to publish it (401 - unauthorized). Does anybody know, what this means?
ta
@pseudo spindle I reset my password on bohemia.net and that fixed the 401 error for me.
thanks. Tried the same but now Im not able to login again. I really guess they unlock the accounts manually? what the heck
Appreciate it, good work on the wiki so far 👍
So have we any way of converting yet?
I know it's really early but ,do we know if it's possible to make a "DayZ" ish mod ? On reforger
DayZ was literally made in the same engine so yes give it time, you’re going to see all the DayZ modded community content be easily ported into reforger, people have already ported M4/HK416 and suppressors into the game
Anyone know what the stamina component is attached to? not player controller by default.
People ported guns. Meanwhile I spent three hours on placing fire squad with single waypoint 😄
I've added working computers in A3. Imma add working computers to Reforger too 😄
i just published the same thing. loadout selection, a AI firesquad with waypoints and some coop testing. But its still a miracle, even while the mod is sucessful published now and I can select the scenario via workshop / mod. It still dont appear in the scenarios selection.
Know how ya feel😂hearing all this good stuff and I’m looking at the editor like ahhh where to start
Worst part is I am software engineer. I thought that I’ll edit some code and it will be ok. I failed at figuring out how to trigger something with trigger. I have KC:D modding flashbacks 😅
I'm so hype ,in few weeks,the community will add soooooo much content
What issue you have with triggers?
I’d love to attach action to it. I figured out how to make it look for my specific car. Now it has to finish the scenario
Yes. I’m trying to make poor man’s steal the car
and so you a lightyears ahead my progress 😉
Same here. Reading through VB scripts from years and years ago has really paid off now.
Wait, so by trigger, you mean BaseTriggerEntity, or Action (to be "used!)
TriggerEntity
yes
Yes as in, in tools?
yep, tools
The "Workbench" = Arma Reforger Tools
It's not an 3den Editor
no. its a whole SDK
it's actually more like the Arma 3 Tools modding suite
hmpf, I just changed something to my camera and now its super fast. Does anybody know the keys for that? Cant find it in settings
Hold right mouse and scroll wheel
ah.thx
Although I need to say - modding island is awesome. I placed base prefab but part of island blocked one of tents. So I just clicked on it and moved it a bit. That was so cool.
yeah, the tools are great
If only we'd have similar ones for other games
I'm looking at you, Frontier Developments 👀
I made a stamina bar https://ibb.co/kB3Yk9P
only took me 2 days and a bunch of reading through the other UI
think I'm gonna make it fade when standing still & possibly change colour like white when full, red when almost depleted etc
Nice
How does the UI system work in the first place? I am about to dive into the modding of this game and I’m hyped but I basically know nothing yet. Is it HTML based or something unique I’ll have to deal with?
From my experience, it is not HTML based. It's a widget system, there are some pre-defined widgets such as Button, ProgressBar (what I'm using for the stamina bar) and a lot more
There's a "Layout" editor which lets you drag & drop these
Can you use the workbench to make missions or is it solely for SDK and modding?
You can make missions through it.
You can use images for the UI as well, though, and think there's some sort of "mask" stuff as well..
Awesome, I've been waiting for the enfusion engine before continuing a mission because of SQF limitations, can't wait until i get home tomorrow l
Sounds awesome so far. I’m a bit disappointed to hear it’s not HTML based but with a drag and drop editor it sounds still way better than UI stuff in e.g. Garry’s Mod
What about updating component data thru UI interactions and vise versa? Is that a pain or easy to work with?
Yeah that would have been nice but it's not too bad with the widget stuff. Nice thing is you can open the pre-made UI layouts like the Weapon Info (ammo count, fire rate, etc.) and see how they built that and reverse engineer it for your own ui
Not done that yet
Ooh that’s damn useful
Ah alright
I've looked at the inventory UI stuff briefly but not properly looked to see how it's handling interaction. There are some concept of Events in places
You mean, for example, by clicking a button in UI?
Yeah
I can't seem to login to my bohemia account in workbench, gives me a 400 bad request 😦 known issue?
is there any documentation on using enfusion workbench?
https://community.bistudio.com/wiki/Category:Arma_Reforger think they might be WIP
it's coming. Some wiki stuff out
a forum is coming tonight hopefully and that will help.
I think, it would be good idea to look at MainMenu.layout
Discord is not the place for these conversations
Think Youtube is starting to populate as well if you like that meduim
Thanks, ima have a look
Any idea when the current documentation will be fully uploaded?
(Just got a lot of people asking in other places)
as fast as they can write it
My understanding was it was already written
at least that's what we were told yesterday 😂
doesn't seem. I would have posted as the same time as release then\
Hey Plikonious, do you know any issues about publishing/getting an Unauthorized error?
@wise axle I used my email and PW to BI account got me in workshop
yeah I'm logged into workshop
Eh, not really. I'm not used yet to retail side of these things. I'd say, you could try removing "ArmaReforgerOnline.bin" in MyGames/ArmaReforger/profile, though that's only wild guess.
There's also no way they don't have an internal version of this https://dayzexplorer.zeroy.com/class_class.html ready for release
Ooh it's working now
(Basically enforce version of https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands)
You removed that file, or it just started working?
Thankfully, you can see the comments that those pages are generated from in the scripts editor. Control-click on a class and it will take you to its generated, documented file
I like the script editor. I kind of wish I could customize the font/size/colors
Yes, but there should still be an official explorer
Is there a dark theme tho?
Like how will people find what commands/classes they can use when they start out
if there isn't a list somewhere
Yeah, it'd still be nice. I'm figuring it out based on the Conflict scripts and their samples.
I thought there was only dark theme
Anyone getting the project not found error when creating a new project?
I think it defaults to your system
Thank god
It's dark theme for me. I don't know if it switches to light if your OS is light theme
@proper widget C:\Users\USER\Documents\My Games\ArmaReforger\addons
Check if that folder exists?
nope
I believe that's where they're supposed to save lmao
although may be different on a different drive
Regarding reading through scripts, I have a tip for you, if you don't know about it yet. Ctrl + Left mouse button on variable, class and etc will navigate you to its definition
My stamina bar doesn't work when published 😦 rip
Yeah same basically, but there are certainly commands they don't use that would be more efficient for people to look up 😂
I'm working on figuring out map icons so I can make a simple GPS mod for my friends who are navigationally-challenged.
Plikonius, is it possible to write mods directly in C++? Or can we use only Enforce script? I was just thinking about a few libraries or bindings I’d like to implement
Enfusion script only right now I think.
Oof
Can we access networking in Enforce? As in raw sockets or at least something high level like HTTP?
which file do i open to open a already completed version of any of the included maps?
There is the RestAPI class which allows you to make HTTP GET/POST requests
but apparently it's broken
abstract method doesn't return an instance I think

